/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.itemhandlers;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.handler.IItemHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.ExAutoSoulShot;
import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUser;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Stats;
import net.sf.l2j.gameserver.templates.L2Item;
import net.sf.l2j.gameserver.templates.L2Weapon;
import net.sf.l2j.gameserver.util.Broadcast;

/**
 * This class ...
 * 
 * @version $Revision: 1.2.4.4 $ $Date: 2005/03/27 15:30:07 $
 */
public class SoulShots implements IItemHandler {
	// All the item IDs that this handler knows.
	private static final int[] ITEM_IDS = { 5789, 1835, 1463, 1464, 1465, 1466,
			1467 };
	private static final int[] SKILL_IDS = { 2039, 2150, 2151, 2152, 2153, 2154 };

	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	public void useItem(L2PlayableInstance playable, L2ItemInstance item) {
		if (!(playable instanceof L2PcInstance))
			return;
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		// Check if Soulshot can be used
		if (weaponInst == null || weaponItem.getSoulShotCount() == 0) {
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(
						SystemMessageId.CANNOT_USE_SOULSHOTS));
			return;
		}
		if (activeChar.isParalyzed()) {
			activeChar
					.sendMessage("You Cannot Use Soulshots While You Are Paralyzed!");
			activeChar.sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		// Check for correct grade
		int weaponGrade = weaponItem.getCrystalType();
		if (weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789
				&& itemId != 1835 || weaponGrade == L2Item.CRYSTAL_D
				&& itemId != 1463 || weaponGrade == L2Item.CRYSTAL_C
				&& itemId != 1464 || weaponGrade == L2Item.CRYSTAL_B
				&& itemId != 1465 || weaponGrade == L2Item.CRYSTAL_A
				&& itemId != 1466 || weaponGrade == L2Item.CRYSTAL_S
				&& itemId != 1467) {
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(
						SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
			return;
		}
		activeChar.soulShotLock.lock();
		try {
			// Check if Soulshot is already active
			if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
				return;
			// Consume Soulshots if player has enough of them
			int saSSCount = (int) activeChar.getStat().calcStat(
					Stats.SOULSHOT_COUNT, 0, null, null);
			int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount()
					: saSSCount;
			if (!Config.UNLIM_SHOTS) {
				if (!activeChar.destroyItemWithoutTrace("Consume",
						item.getObjectId(), SSCount, null, false)) {
					if (activeChar.getAutoSoulShot().containsKey(itemId)) {
						activeChar.removeAutoSoulShot(itemId);
						activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
						SystemMessage sm = new SystemMessage(
								SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
						sm.addString(item.getItem().getName());
						activeChar.sendPacket(sm);
					} else
						activeChar.sendPacket(new SystemMessage(
								SystemMessageId.NOT_ENOUGH_SOULSHOTS));
					return;
				}
			}
			// Charge soulshot
			weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
		} finally {
			activeChar.soulShotLock.unlock();
		}
		// Send message to client
		activeChar.sendPacket(new SystemMessage(
				SystemMessageId.ENABLED_SOULSHOT));
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(
				activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0),
				360000/* 600 */);
	}

	public int[] getItemIds() {
		return ITEM_IDS;
	}
}
